#mod_development

1 messages Β· Page 480 of 1

west crystal
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yep

willow estuary
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Off hand I don't recall, but I believe that is right, but, also, look at the vanilla item scripts for the proper examples on how to do stuff?

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You use a model script to define a model, and WorldStaticModel to define what model a script item uses for the world item.

dry chasm
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Did, just wasn't sure as the BlowTorch just has BlowTorch as StaticModel, in models also BlowTorch and the models_x Blowtorch so wasn't sure when which exactly would be used, especially with the model file having a lowercase t, but the model definition an uppercase T. But thanks!

willow estuary
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There's a lot of things that muddy the waters with this model business for sure.
Really, looking at the way vanilla stuff does things + extensive trial and error is the way to understand things and I strongly recommend that people put in the work in that way so they "understand" things versus blindly following a checklist?

I mean, if it works, it works, but in the big picture learning via investigation and experimentation will be significantly more fruitful, you dig?

dry chasm
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I do, nevertheless thank you!

willow estuary
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No problem.
Yeah, I'm not trying to be cranky or gatekeep with this putting in the work business so much as it makes people more self sufficient and skilled?
A lot of people who got the answers handed to them, months or even years later, are still flailing with really remedial mod matters.

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I understand now why some of my instructors in school were such bastards about pointing me at the direction of the solution instead of giving me it πŸ˜„

dry chasm
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Kept away from adding new items (with new models) due to confusion with .x files and all (actually even overlooked the models_items.txt file up to now until you mentioned it, which actually gives me some confidence now :P)

willow estuary
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.x files are absolute trash and a gigantic pain in the ass to work with and are being phased out for .fbx. Use .fbx instead

Also, learning via investigation and experimentation, and the associated skills one learns with troubleshooting and how the files directory is laid out pays off in spades when updates & changes to PZ vanilla mess everything up, so that's another reason I try to keep harping on that approach.

dry chasm
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Is what i (atleast try to do) with lua, though 3d models are a completely new territory for me, so i may fuss about it more than necessary. And given the current topic i just had to jump in and askcough cough... if there's a chance for an easy way, i usually do try to take it (yes, it might not be the best thing to do, i know that myself πŸ˜… )

willow estuary
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I mean, ultimately, my gentle efforts in encouraging people to put in the work using the investigative/experimental approach so they learn the fundamentals as well as build understanding amounts to me trolling myself so πŸ€ͺ

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But I'm am neither intelligent or knowledgeable, i'm just a stoned caveman that plays with lego pieces until they work.
So I encourage playing with the lego as it worked out surprisingly well for my empty peabrain?

dry chasm
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Well, you did pretty much answer my question instead of directing me to it, so it is kind of the exact opposite of what you encouraged me to do πŸ˜›
And well, instead of just playing with the lego pieces until it works, you do remember on what causes it to work, which means you learn. As such, I wouldn't say you're not intelligent or knowledgeable (especially in regards to knowledge, no one can know everything)

willow estuary
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Well, in the big picture I've had a lot of people with ambitious ideas ask "how do I do this", and all I can say, in absolute good faith is "You're going to have to do a lot of learning before you'll be able to tackle that"? Not just the specifics of PZ modding, but also stuff like fundamental troubleshooting skills; being scrupulous with formatting; learning how the file directory for PZ is laid out.

Like nobody "told" Bruce Lee how to be a martial arts whiz? He put a lot of time and effort into it to be able to do what he did.
You gotta learn how to walk before you learn how to fly a jet plane and all.

west crystal
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Anyone knows if the game supports transparency?

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It doesn't

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feck

little vessel
west crystal
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ah oh

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ok i fucked up export again

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yep, it works

echo sky
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nice

mortal widget
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can paw low loots mod be downloaded and enabled mid playthrough?

little vessel
willow estuary
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Yeah, people are gonna have to be patient regarding PLL being updated for the distro changes.

I mean, I keep repeating this, but the distro changes in PZ Vanilla have not been finalized, so, if anything Paw Low is being smart in waiting for this whole business to be wrapped up before updating?

mortal widget
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I didn’t realize that many mods got ran out of commission from this new update

little vessel
willow estuary
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And even aside from the distro changes, there could be other changes with future updates to build 41 that breaks a lot of mods?

Ultimately both making mods, or using mods, for an in-development beta build that isn't stable is an exercise in living in a sand castle?

One wrong breeze and the whole house of cards could come tumbling down.

echo sky
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P sure Paw said he isnt updating till it hits stable branch

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Same for the guy hwo made swatpack

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Probably the smarter move, like you said

west crystal
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ok, so

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the game does not like it

devout flint
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Nuka Cola 😍

echo sky
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Lots of transparencies overlapping? Probably not lol

willow estuary
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Yeah, can't say I blame either of them for that.
All thsi fucking around with the build 41 beta is a dress rehearsal anyways,and not the real deal IMO.

echo sky
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It's almost like we're learning alongside the devs drunk

west crystal
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it's not about transparency

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so you really do need to optimise them

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well well well

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who would've thought that my words about 1 million tris car were right all along

echo sky
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huh, fair enough, My first though was that having a lot of overlapping transparencies was tanking it

west crystal
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About that, i won't make it transparent

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Looks off and has some glitches i can't fix

dry chasm
west crystal
west crystal
errant meteor
sour island
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Can you use the bottles for water after / collect the caps? :0

west crystal
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i don't really know if you can do both but now after it's depleted it gives you a cap

errant meteor
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please do the quantum next, maybe you can make the drink inside neon, to give it a glowing look?

west crystal
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wtf are you talking about, i didn't even started making the regular one lol

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this shit ^ is a prototype made with no effort whatsoever

errant meteor
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How can you make it look better?

west crystal
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Just... make it look better?

errant meteor
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idk

sour island
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I recall there being an onuse function for smoking

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Alternative: require the bottles be opened

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Even by hand

west crystal
errant meteor
west crystal
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who will code it?

errant meteor
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no one, because its just frosting on a cake not needed

west crystal
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Well i mean someone should code it

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Only thing i can do is shitty models

errant meteor
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@nimble spoke is the only one that I know that dose commissions

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for a shitty model it looks good

west crystal
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Commissions?

errant meteor
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you pay he codes, and depending on how hard, the price goes up

west crystal
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But it was never intended to be my mod

errant meteor
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Why not, I am sure the code for it could be easy to make, using drinks and other code already in PZ

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Or you could just shelf the project

west crystal
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Well i thought i will make models and someone could make the mod

errant meteor
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@lethal sparrow seems to want to make everything in their mod, without any outside help, you could maybe ask shark, doubt he would want it

marsh beacon
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Damn you really want that nuka cola

errant meteor
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It will look badass for dΓ©cor

errant meteor
west crystal
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is it released?

errant meteor
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yes

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Le Gourmet Revolution

west crystal
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So no deadlines

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This is good

errant meteor
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So want me to ask?

west crystal
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ye, why not

errant meteor
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message sent, will tell you what he says, when he gets online

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Fuck it, @craggy furnace want to make a nuka cola mod, maybe you can make a vertiabird from fallout, and when crashed it spawns nuka cola.

nimble spoke
west crystal
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It's not like i can afford paying someone

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I don't even have moneys to pay for my internet this month

nimble spoke
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I know the feeling

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I only get new steam games that get a 100% discount lately

errant meteor
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fuck it, ill put up the funds, how much would it cost?

nimble spoke
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what is the idea? I just answered the ping

errant meteor
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Nuka cola, mod, it will spawn in the world, and give a cap when ever drinked

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which a bunch of other flavors

nimble spoke
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Do I need to make icons and models?

west crystal
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Only code i guess?

errant meteor
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just code

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Dude7ox can do the rest

nimble spoke
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hhmmmm sounds simple enough. BUT, you would need to provide all possible flavours beforehand, I so I know exactly how long it will take me to finish it

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Adding new flavours later isn't included

errant meteor
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7 flavors in total, if @west crystal can handle it

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8 including the og flavor

nimble spoke
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ok, so 8 flavours. When you drink it you get cap and empty bottle. They spawn in proper fridges and other containers? That's all?

errant meteor
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And yes they will spawn in fridges and other containers

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Will making them be 3D place able items require extra code?

round zenith
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No, as long as they are 3d models you can place them

west crystal
nimble spoke
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No, but it may require separate ground models

errant meteor
nimble spoke
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ground models and hand models often need different placement, which I think can be done in the txt file

errant meteor
west crystal
nimble spoke
west crystal
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it pierced my fucking head

errant meteor
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😐

round zenith
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scufffed

nimble spoke
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About the sound: I don't know what changed in the recent update so I can't really say how sound modding is going right now

round zenith
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also looks like the model is upside down

west crystal
errant meteor
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got it

west crystal
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on the ground it looks normal

round zenith
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did you change its size to match that of an in game item when in blender?

errant meteor
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Oh ya also soul, the drink should act like coffee, in the lore that shit is filled with sugar and other chemicals

round zenith
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very strange,

west crystal
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it's in the middle between the water bottle and the pop can

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i imagine this is it's size irl?

round zenith
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ya and that should allow it to work correctly

errant meteor
round zenith
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how strange, can you send me the file?

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ill put it in my mod and try to see where its going from bottle to spear in your face

west crystal
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oh fuck

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sorry i completely forgot

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@round zenith

steep fossil
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Hi, can i create 3d cardboard boxes and make it so that items can be stored in them?

west crystal
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yes

steep fossil
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ok how can i do this if 3d models are ready?

west crystal
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look at code of some backpacks in the game

marsh beacon
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I find all of this funny since blackbeard's tutorial on modding covers nuka colas

west crystal
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yet they are 2d

steep fossil
west crystal
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in the game files?

ruby urchin
ruby urchin
# steep fossil ty
item Suitcase
{
    WeightReduction    =    50,
    Weight    =    3,
    Type    =    Container,
    Capacity    =    16,
    DisplayName    =    Suitcase,
    Icon    =    Suitcase,
    RunSpeedModifier = 0.98,
    OpenSound   =   OpenBag,
    CloseSound   =   CloseBag,
    PutInSound   =   PutItemInBag,
    ReplaceInSecondHand = Bag_Suitcase_LHand holdingbagleft,
    ReplaceInPrimaryHand = Bag_Suitcase_RHand holdingbagright,
    WorldStaticModel = Suitcase_Ground,
}

...\ProjectZomboid\media\scripts\clothing\clothing_bags

drifting ore
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how do i setup custom options for superb survivors

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like how do i configure them

fierce pilot
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Hello, my dear pz friends. I have a newbie question for you pro modders out there.
Is there any way to increase the number of tiles on an existing building (Building Editor)?

Thanks for any help in advance.

iron mirage
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This tutorial video will show you how to make a simple drink in Project Zomboid. I will go into the steps involved from start to finish. Read more below.

0:00 intro
1:08 Start
1:44 Searching for images to use in game
2:30 Searching for the Sound Effect
3:06 Creating mod file directory
3:54 Creating mod.info
4:34 Creating a poster
7:14 Adding ne...

β–Ά Play video
vapid lantern
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How do you apply textures for mods? I think you use xml but I have no idea

fierce pilot
ruby urchin
hoary widget
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Is it possible to make new zombie models/animations?

ruby urchin
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well, apparently is IMPOSSIBLE set a model to any item Clothing, but exist another option, set a itemClothing as another clothing

itemVisual:setItemType("Base.Trousers_DefaultTEXTURE_HUE") -- just replace model
-- or
itemVisual:copyFrom(zombie.core.skinnedmodel.visual.ItemVisual) -- replace all atributes
nimble spoke
errant meteor
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@lethal sparrow I'm sorry, one thing let to another and boom

hoary widget
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I saw this image on artstation. and I noticed the models are kinda like the ones in PZ. While obviously I would not steal thier work, it did get me thinking.

willow estuary
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You could turn zombies into zombies wearing xenomorph costumes, but nothing more ambitious than that.

Or you could wait until animals are added to PZ with build 42, which will explicitly allow for stuff like that.

hoary widget
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hmm we are still waiting for build 41 to come out of beta right?

west crystal
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Everyone mostly waits for MP

hoary widget
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ah

vivid ingot
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I kinda wish i could learn how to mod this game

west crystal
shell geode
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anyone here uses britas mod pack?

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can i attached this to my car?

ruby urchin
dire sable
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if anyone here uses superb survivors can i ask why there is no npc spawning even tho is set it to extreme spawn or the highest one (forgot the name)

willow estuary
# dire sable if anyone here uses superb survivors can i ask why there is no npc spawning even...
  1. Superb Survivors is notoriously inconsistent and just does not work for some people.
  2. It's possible that the high spawns are screwing up matters, try using normal or low spawns.

But be warned, NPC mods are notoriously janky, and even if you get NPCs spawning, you might find yourself unhappy with them.

Talented people put a lot of hard work into those mods, but they're a improvised solution to PZ not having NPCs. It just might not work, and it's best not to have high expectations.

halcyon marlin
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i am wondering how the standard is for distributions. should i make a Distributions.lua file in my Items folder (in media/lua/server) or should i make it like MyModDistributions.lua and then add my items to a table and merge it with the distributions table?

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i am kind of confused on how distributions work in general though

willow estuary
halcyon marlin
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will this do what i want it to

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i just want to add my breen water to the loot table for vending macines

willow estuary
# halcyon marlin

That should work, but Never include rolls in your tables when you do the distribution merge. This is another one of the deadly sins that fuck up vanilla/mod item spawning.

You only need to have rolls defined when making Absolutely New distribution tables. You do not need to do it when merging tables, and doing so can fuck up the vanilla values and cause all sorts of unintended fuckery.

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Now, no damage will be done when the rolls value matches the vanilla table, but then it is still absolutely unnecessary, and it's still an awful practice.

halcyon marlin
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thanks, i really appreciate it

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when i add this script and the tables merge, is it looking through the "all" table then then the "vendingpop" one? or are the table names arbitrary? i am curious what is going on behind the scenes

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and what are the arguments being passed to table.insert at the end? i am particularly curious what the "1" is for. if it is an index, is it pushing the other tables out of the way or something?

willow estuary
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I can't speak to the specifics of that example or the technicalities? I don't pretend to understand that shit, or care to investigate it? I'm just a stoned caveman that played with the lego pieces until they work.

I actually strongly dislike the distribution merge method, in that people fuck shit up with rolls etc.
This is the far easier way to add items to tables without the hideous potential to fuck shit up:

    table.insert(SuburbsDistributions["all"]["vendingpop"].items, "halflife.BreenWater");
    table.insert(SuburbsDistributions["all"]["vendingpop"].items, 1);    

But, as always, you'll need to test/investigate/experiment?

halcyon marlin
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ah ok, i was seeing that format in other mods but i thought maybe they were just outdated since i think i heard that indie stone overhauled the distribution system and the distributions file just looks different in the base game scripts

willow estuary
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Yeah, frankly there are a lot of mods on the workshop that are an absolute dumpster fire in regards to the distribution business? And a ton of them fuck up/break item spawning in all sorts of ways.

Also, the distribution rework in vanilla is till ongoing and the specifics may change with future updates.

halcyon marlin
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also i should just ask, is the second argument in the second function (the 1) the max amount of BreenWater to spawn on a roll?

willow estuary
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Nah, it's just it's the "spawn change". It's not a percentage, there's all sorts of hideously convoluted math going on to determine what the roll is that is checked against that value.
I consider it a waste of time to worry overmuch about it; just use the value of a vanilla item spawn that you want to approximate.

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The "rolls" value, that again, applies to all items in a table, is the maximum amount of any item in that table to spawn.

halcyon marlin
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ok i see

willow estuary
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But again, just do not fuck with rolls unless you are making an absolutely new table, such as for an absolutely new container or roomdef.
If you don't know what that means, then you don't need to worry about it.

halcyon marlin
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on blair algol's command i will hereby swear to never touch the rolls unless i make a new table

willow estuary
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Thank goodness, one less distribution table dumpster fire on the workshop.

halcyon marlin
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i figure i owe you that much for the help

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πŸ™ thank you

willow estuary
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Yeah no problem!

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Also, include this in your distribution files. Some of it might not be necessary. But you want this at the start of all your distribution files regardless.

require "Items/SuburbsDistributions"
require "Items/ProceduralDistributions"
require "Vehicles/VehicleDistributions"
halcyon marlin
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what is the difference between suburb distributions and procedural distributions?

drifting ore
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hey so i know this is a very specific question so not a lot of people are going to be able to answer it but can you add clothing with that glows, or like a specific part of the clothing

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like this

ruby urchin
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probably adding shader (aparently always is null, so... nop this.m_Shader = null;) and some coding

craggy furnace
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@worldly olive i saw your pokemon mod

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damn it looks good lol

fair frost
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Didn't like

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B40 had it

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And it was dead af ?

opaque fiber
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there were massive servers

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there are only a few left now

willow estuary
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Just keep reading?

zealous glade
#

Is there a guide for adding new traits based on Profession Framework? Tried a few times and got me bunch of errors😩

echo sky
#

Are death poses something that can be done in Blender? Or is that something that requires animzed or the like?

drifting ore
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So i'm making a gun mod and if the items is placed on the ground the model looks like it's suppose to but when the player use it it gets distorted

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does anyone knows how to fix it

echo sky
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screenshots?

drifting ore
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ok give me a sec

drifting ore
echo sky
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Oh

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I thought like the model was spazzing out all over lol

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Its just a little shifted back

drifting ore
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know how to fix it

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i tried to change the sixe and shape of it but it was still messed up

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all the other weapons work

echo sky
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Not particularly, I dont really know the code well, I just make dumb basic models lol. If I had to guess though, maybes its center is off in Blender? the center would need to be the handle so thats whats in his hands?

drifting ore
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yep already did that

echo sky
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Try putting it behind the handle?

drifting ore
#

oh wait i'm gonna try that

echo sky
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So long as its visually correct it doesn't matter so much about the under-the-hood stuff that got it there lol

drifting ore
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true that

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somehow worse i'm going to try the opposite

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fuck

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well it works but

drifting ore
#

the weapon is offset but it works

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well at least it's better

quasi sage
quasi sage
drifting ore
echo sky
#

It looks 2d in your hands πŸ€”

drifting ore
#

actually i didn't well thats cool

west crystal
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What is the problem exactly?

echo sky
#

gun playing hot potato with his hands

drifting ore
#

the only way i found to fix it makes it look 2d

hollow shadow
opaque fiber
#

profession framework github

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go to examples/default_traits.lua

drifting ore
opaque fiber
hollow shadow
#

then tick the boxes at the bottom

drifting ore
west crystal
#

is it not centered on the scene?

hollow shadow
#

center should be near trigger / grip

drifting ore
#

well if i do that my gun get all fucked up

hollow shadow
#

show me screenshot of ur whole blender

echo sky
#

make a voice channel and stream your blender?

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might be quicker and easier

drifting ore
hollow shadow
#

yeah we cant see everything

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we meant your hud

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and blender things, not just the model

drifting ore
#

oh oki

west crystal
#

is that w11?

drifting ore
#

it's the revolver from cyberpunk

echo sky
#

no he means your OS

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Windows11

drifting ore
#

ok yeah not sleeping for 24h does make you dumb

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and no its windows 10

echo sky
#

centered task bar and the colours are from his background image

hollow shadow
#

i gtg but maybe i can help tomorrow

drifting ore
#

ok thanks

west crystal
#

hmmmmmmm

drifting ore
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well i don't think thats how you drink chief

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well i'm gonna go maybe i'll figure a way out while not being sleep deprived

west crystal
#

ok so it DOES have a separate model for animations

hollow shadow
west crystal
#

yep

hollow shadow
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damn

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but you cant have it open when using it

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or mods with equipable bottles will also have it open

west crystal
hollow shadow
#

was thinking about updating better belts mod so the hiking water bottles are open when you use them, but when you have them attached to front belt they would be open too becouse theres no seperate model for it

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damn that update is sick

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is it possible to put items on items?

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so i could make a scrap workbench model

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and put items on scrap workbench?

west crystal
#

nope

hollow shadow
#

sadge

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i tried making placeable furniture for 1.5 years but i am too stoopid to figure it out

west crystal
#

literally no fucking converter can convert game's .X wine bottle model into .FBX

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does look cool as the worldmodel tho

low yarrow
#

Then you can just export it as FBX and open it in a newer blender version

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Or just copy paste it over to a second blender window

west crystal
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ye. don't care about .x anymore

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i fixed it already

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BY LITERALLY DOING THIS

low yarrow
#

πŸ™ƒ

quasi sage
west crystal
#

Well, i think that's as good as it can get

quasi sage
#

Did you just drinked with gas mask?

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How

west crystal
#

Magic

viscid kelp
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Ah, yes. A good old magic trick from STALKER

echo sky
#

Pour it in through the filters for extra zest

west crystal
#

That actually sucks

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It means that for 8 flavors

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I will need

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16 fucking models?

echo sky
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well

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only kinda

west crystal
#

that are exactly the same

echo sky
#

they are basically the same except one has to be upside down

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so export, then rotate it 180 then export again

west crystal
#

yes, but you can't assign 1 model to multiple objects

echo sky
#

You guys told me you could yesterday?

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oh no wait that was textures

west crystal
#

yes

hollow shadow
steady needle
#

Hey guys, sorry if this is a common issue or wrong place to ask The other day my brita's despawned all the guns on my long-term save. I have since updated the mod but there appear to be no guns from britas anymore - I cannot even spawn them in through cheat menu. Have tried a new save and the issue still persists there. From what I can find online it appears that the mod has been updated though and is working for some - any advice? Ty in advance

echo sky
#

He did warn updating the mod would remove all existing ammo and guns from saves, and to use the back-up old version of the mod for old saves

echo sky
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ok...

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So if you have an older or back-up save, and install the older version of the mod it should be ok?

steady needle
#

I did read that page, plus the link - I still cant see the bit relevant to what I'm asking sorry :S New brita's has no ranged weapons then?

steady needle
#

Well then I should be able to spawn them through cheat menu on a new save right? I can't, but I cant still spawn melee weapons added

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I can still spawn melee*

fallow bridge
#

And what loony is saying is relevant

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It breaks on old saves

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Just like when PZ gets a update

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Give it a try on a new save

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If it doesn’t work than most likely your brita mod folder is busted and needs a complete reinstall (deleting the folder and stuff)

echo sky
#

Are you using any of the distribution overides?

steady needle
#

nope, even on a new save with only britas + the dependencies. No ranged weapons but the melee ones are added.

echo sky
#

Like the 90's distro pack

steady needle
#

Britas armor + weapons are the only mods I use that add items

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And the melee weapons/ammo are still coming through fine, its just the guns. I will try deleting the mod folder and re-installing and check back in

echo sky
#

unsub from them on the workshop, let steam do its thing, check that everything was removed, then re-sub on workshop. sometimes the workshop is fucky

steady needle
#

I did that :/

fallow bridge
echo sky
#

Can you show us your modlist? You said they are the only ones adding items, but that doesn't mean something else wont be mucking it

fallow bridge
#

Which means you’ll have to play around in the steam workshop folders

steady needle
#

New save where it occurs

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I'll faff around with the folders and do a full reinstall, atleast I know it is working for other people

zealous glade
#

getClimateManager():triggerCustomWeather(0.95, true);

steady needle
#

Thanks for the assistance peeps

zealous glade
#

anyone knows what 0.95 and true mean?

fallow bridge
zealous glade
#

thanks, but percentage of what? It's where puzzles me...

fallow bridge
#

Percentage of when it happens

#

Or of what happens

zealous glade
#

thanks, I'll look into the code and try to understand again

west crystal
#

uhh, ok, i guess?

zealous glade
#

nuka colas ftw!

gleaming mesa
#

Did you apply location/scale/rotation in blender

west crystal
#

nah, it's just i fucking copied the wrong model on half of them

#

the ones that upside down don't have caps

#

cuz it's the "drinking" models

steady needle
fallow bridge
#

Could of just removed brita’s folder

steady needle
#

just britas didnt work

craggy furnace
west crystal
#

So

#

I can't delete any .ogg files for some reason?

echo sky
#

they're too powerful.

west crystal
#

@errant meteor

echo sky
#

When did Keanu enter Zomboid?

gleaming mesa
#

what are the caps gonna be used for

echo sky
#

Bottling your own drinks?

#

currency

west crystal
gleaming mesa
#

i get thats a fallout thing but never understood why

#

why caps?

west crystal
#

Ask todd

fallow bridge
#

I mean metro used bullets as currency

radiant ginkgo
#

@west crystal Если чСстно, Ρ‚ΠΎ ΠΌΠ½Π΅ большС УАЗ понравился πŸ˜„

gleaming mesa
#

yea bullets i understand

echo sky
#

IIRC one of the fallout 1 devs said in a talk that one of the guys on the team used to collect bottlecaps, and they liked the idea so much during development of FO1 they made it the currency.

west crystal
#

Oh yeah baby, pixel perfect

echo sky
#

right into the chin monster

echo sky
royal ridge
west crystal
#

Well i mean if they are still intact after like 200 years yeah, they are very hard to copy

gleaming mesa
#

yeah that makes sense in terms of how money works

west crystal
#

Nuka CUM

errant meteor
west crystal
#

Send in dm

gleaming mesa
#

Nuke-cummer

dry chasm
west crystal
#

They are two separate models lol

dry chasm
#

Aww, still, looks great! Aside from... you know... Nuka Cum... I wouldn't want to drink that D: (Though collecting's a whole different matter...)

west crystal
#

This is Nuka Quartz

#

Cmon

dry chasm
#

cough cough sure, i'll totally believe you. - didn't actually think that Nuka-Cola Quartz existed.. didn't play enough Fallout it seems.

west crystal
dry chasm
#

I stand corrected πŸ™‡β€β™‚οΈ

west crystal
#

there are actually quite a lot of them

#

Not like irl Cola

#

Classic one and who cares about other ones

echo sky
#

"now 98% semen free!"

west crystal
#

I love how we have bottles with more tris compared to the original Fallout ones

echo sky
#

hey man, they had a harsh deadline to try and meet, no time for nuka-polys

hexed arrow
#

MODDING

  • Added optional vehicle.passenger.showPassenger=true|false parameter for iBrRus.
    When true, the player model isn't hidden when entering, exiting or sitting in that particular seat.
#

does this mean we'll be able to see player models while driving?

west crystal
#

But we don't have car interiors modeled do we?

hexed arrow
#

I dont think so

dry chasm
west crystal
#

Hmm, i think no

hexed arrow
#

I never saw my character

west crystal
#

I have everything maxed but i don't see a player in the car

dry chasm
#

guess i just imagined it then πŸ˜…

drifting ore
errant meteor
# west crystal But we don't have car interiors modeled do we?

There is someone working on that https://www.youtube.com/watch?v=1WTmeCjrPHE

Meet the new subsidiary of Autotsar Trailers Inc.: Tuning Atelier.

Are you tired of your old car? Do you want to stand out from your neighbors? Or is Day Z already here and you need armored glass, spikes on the door and a bucket with pointed stakes in place of the bumper?

We have good news for you: our engineers are already doing all this!

Yo...

β–Ά Play video
west crystal
#

YET I CAN'T FIND ANY BUSES

#

WHERE IS MY BUS BLACKBEARD

drifting ore
#

the car interiors were pretty much not burnt down version of the interiors from crashed cars not that much detail the textures seemed pretty simple like the interior part textures didn't have details and i don't remember if there was anything on the dash board

west crystal
#

Well i mean if they want to make Glass in the cars transparent

#

I'm in

drifting ore
#

or at least when you open a windows or when your window is broken

west crystal
#

But wait

#

The game does support transparent textures already

#

Why car glass is not yet?

drifting ore
#

probably cus they have more important things to do first, probably going to be added when the have some slack

west crystal
#

Well, what about modded cars?

#

Or every car just doesn't have interior so they all make glass opaque?

drifting ore
#

or yeah probably that you could change the texture to make it transparent but that would mess up all the cars without interior making said mod incompatible with most cars mods and well more importantly the base game

#

and idk if there's actually transparent texture or just tiles that doesn't block you view

#

which would make the illusion of transparency

west crystal
#

I made transparent bottles already, not perfect but transparent nontheless

viscid kelp
drifting ore
west crystal
viscid kelp
#

Player just β€œvanishes” when gets in a car

west crystal
drifting ore
# west crystal Alpha channel?

i started messing around with making mods like 4 days ago i'm still smooth brain and doesn't know what you're talking about

west crystal
#

Every modern texture has 4 channels

#

R - Red

#

G - Green

#

B - Blue

#

A - Alpha

#

ie transparency

drifting ore
#

and how to do color something with "alpha" i know the phrasing is wrong but still

west crystal
#

well it's actually right

#

alpha is just another paint channel that games resognise as a see-through

drifting ore
#

oh shit thats so cool

west crystal
#

if you're working in PS, and i guess you do

drifting ore
#

yep

west crystal
#

I mean that is what alpha is

drifting ore
#

i'm guessing the darker area represent density ?

west crystal
#

Darker area?

hexed arrow
#

I didnt even know the game would recognize alphas im... dumb

drifting ore
#

well there's deeper brown and stuff at the bottom than the top

hexed arrow
west crystal
#

This is how texture looks with... nothing i guess?

drifting ore
west crystal
hexed arrow
#

alright but now I know that transparency works at least πŸ˜„

west crystal
#

Well i mean something like this?

#

Ok, i guess i can start making my car now

drifting ore
#

ok so the alpha thing doesn't change the color just the level of transparency

west crystal
#

Exactly

drifting ore
#

basically like using the opacity slider

west crystal
#

Did you like, never touched transparency slider in PS?

drifting ore
#

oh that what it is

#

ok

west crystal
#

This is literally what this is

drifting ore
#

in my head this was some kind of dark magic fuckery trying to make the game reconize a certain not commonly used color as tranparent or not

west crystal
#

There are no colors beside Red Green and Blue

nimble spoke
drifting ore
#

not commonly used as like a weird shade of yellow that isn't used in any texture

west crystal
#

Or just magenta

#

No one uses magenta

nimble spoke
#

I still deal with that BS in the original starcraft files

west crystal
#

Let's take first doom for example lol

#

Does this dude looks like rectangle?

#

No, because his sprite texture has alpha channel

#

To store matte information, the concept of an alpha channel was introduced by Alvy Ray Smith in the late 1970s and fully developed in a 1984 paper by Thomas Porter and Tom Duff.[2]

nimble spoke
#

exactly, but do you know how alpha is done in many games? through one of the colors in the palette

#

not a separate channel

west crystal
#

never seen any game that has that

nimble spoke
#

starcraft, heroes of might and magic, x-com, most if not all NES and SNES games

west crystal
#

ooh, didn't knew startcraft was in 98

hexed arrow
#

behold the invisible keytar, wow if I had known this earlier hahaha

dry chasm
#

Later that day: "Aaargh, I'm being attacked by flying clothing!"

west crystal
#

Well, you can see your skin when you rip your clothes

nimble spoke
#

PZ has some issues with how it renders models and transparency sadly. I couldn't do semi-transparent socks/stockings

#

But I could add shirts by using a model on to of the body

hexed arrow
#

dumb question but are changing textures possible?

dry chasm
#

changing as in "animated"?

hexed arrow
#

yes

west crystal
dry chasm
#

I doubt its possible with ordinary methods. Maybe through lua force changing the texture of it or something... but no clue (nor would i recommend such an approach, no clue on how it'd affect performance and all)

hexed arrow
#

its getting spooky bois

dry chasm
#

So not just flying clothes, but actually ghostly figures. Would've been fun to see "bug reports" of being attacked by nothing, while it'd just be non-clothed zombies πŸ˜‚

hexed arrow
#

UHHHHHH

weary bridge
west crystal
#

yes this is a canonical nuka drink

weary bridge
west crystal
weary bridge
echo sky
#

at least yours are glass and not a shitt brown plastic shell

#

Infact you should make the Nuka-Rum a shitty brown plastic looking texture

#

and slightly larger than the others

serene finch
#

Anyone using Size Labels mod? I want to make an adjustment to it for my own personal enjoyment

west crystal
echo sky
#

spawns brown puddle on floor - Clothing dirtiness +50% - Angry moodlet at maximum

dry chasm
#

"Drink" character lifts bottle, window crashing sound, glass shards on ground and shirt dirty and wet

serene finch
#

Essentially want to make the action for checking a clothing item's label not take 10 seconds

#

But idk what I should be looking for

west crystal
serene finch
#

It has a bunch of functions, ends, ifs and elses.
Can you tell yet that I don't know lua, or how to code in general?

trim igloo
#

finally implemented Assembling Firearms

little vessel
upper junco
#
require "Items/SuburbsDistributions"
require "Items/ProceduralDistributions"

--inventorymale

table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.RoadMap");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 90);

--inventoryfemale

table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "Base.RoadMap");
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 90); ```

Anyone see anything wrong with this?  I got the item to spawn in vehicle gloveboxes but this doesn't seem to be working
willow estuary
upper junco
#

Just not spawning, no error message

willow estuary
#

Okay, first step is to swap your item for a vanilla item that ordinarily doesn't spawn on corpses and test that.

upper junco
#

Ok i will try that

willow estuary
#

You can also spam the fuck outta the distro table by repeating that code multiple times just to make sure.

sour island
#

There's a pinned message detailing a debug test to see if your table looks like it should.

ruby urchin
#

Anyone know how just get the asset xml?

sour island
#

Rather than blow up your code and leave it to chance to test.

#

@upper junco

#

90 for chance is also alot I would think -- if you're not seeing them appear something is wrong for sure.

upper junco
#

Yeah I had turned it up to make sure I saw it in game before adjusting the spawn rates to where I want them. Thanks for the replies. Had to leave for work so I will get back at it tomorrow.

nimble spoke
lost spear
#

This has probably been asked before. Is it possible to take the old sounds and reimplement them in the game?

west crystal
shell geode
#

any modders here looking for suggestions for a new project?

#

how about being able to attach minigun on top of ur car (has to be heavy duty)

#

just like in dayz for arma 2;D

errant meteor
worldly olive
craggy furnace
bitter tree
#

flying zombies

halcyon marlin
#

anyone here know about procedural distributions?

#

i cannot get an item to spawn in kitchen drawers for the life of me, i will send my code

#
require 'Items/ProceduralDistributions'


table.insert(SuburbsDistributions["all"]["dishescabinet"].items, "plate.Plate");
table.insert(SuburbsDistributions["all"]["dishescabinet"].items, 10);

table.insert(ProceduralDistributions.list["KitchenDishes"].items, "plate.Plate");
table.insert(ProceduralDistributions.list["KitchenDishes"].items, 10);


--for mod compat:
SuburbsDistributions = distributionTable;
ProceduralDistributions = distributionTable;```
nimble spoke
#

delete the last lines

left plank
#

whenever I check in on this channel

round zenith
#

lol

wet dune
#

Demoted

left plank
dry chasm
zealous glade
#

If I want to introduce a trait that can reduce the unhappy mood by 10%, how do I write the code?

#

require('NPCs/MainCreationMethods');
local function doMoreTraits()
local optimistic = TraitFactory.addTrait("optimistic", getText("UI_trait_optimistic"), 6, getText("UI_traitdesc_optimistic"), false);
TraitFactory.setMutualExclusive("optimistic", "gloomy");
end

local function optimisticEffect(_player)
local player = _player;
if player:HasTrait("optimistic") then
//please help//
-- if player has this trait, I'd like him or her to have a strong mind to resist unhappiness
end

undone crag
#

Do you really need

require 'Items/ProceduralDistributions'```Has it not already loaded all the server lua files from the base game?
royal ridge
#

Is there a tutorial to add your own objects to the build menu, like building a rain barrel?

undone crag
#

That's fairly specific and if you learned how the game files worked you would learn that or learn how to find it out, but also that specific thing may work as a tutorial that teaches someone about how the game files work and how to find out how they work.

agile coral
dry chasm
agile coral
dry chasm
#

but why would the base files use require, if not for local variables then?
For example
require "ISBaseObject" in for example lua\server\Movers\ISBaseMover.lua
while the lua\shared\ISBaseObject.lua already has it all publically declared instead of locally?
Actually, i'm gonna test that now regarding local variables πŸ‘€ For the satisfaction of my curiosity!

undone crag
#

I did not know require gained access to local variables. :o

dry chasm
undone crag
#

:|

willow estuary
#

Require solves load order issues.
Sometimes it's not necessary, but it causes no issues if it isn't.
It's a best practices issue.

And, as people regularly fuck up the spawning of vanilla and other mod items with bad distribution files, I'm gonna hammer people over the heads with the most remedial fussy best practices minutia in regards to distribution stuff.

dry chasm
#

Lua offers a higher-level function to load and run libraries, called require. Roughly, require does the same job as dofile, but with two important differences. First, require searches for the file in a path; second, require controls whether a file has already been run to avoid duplicating the work. Because of these features, require is the preferred function in Lua for loading libraries.
from https://www.lua.org/pil/8.1.html
(of course, it uses kahlua, but i think it'll be about the same as result?)

craggy furnace
#

bowl/plate?

#

splate?

halcyon marlin
#

i think so

#

it was more of a learning experience

#

if there is some absurd demand for more plates then i will look into it

willow estuary
#

@ruby urchin please handle modelling matters in the #modeling channel?

#

Sorry, it's just that we're going to end up having to manage two channels that have the same stuff being posted in both of them if people don't use them as intended?
People asked that we add a modeling channel so that we could keep the channels more focused πŸ™‚

ruby urchin
#

np my wrong

willow estuary
#

Yeah, no worries, just attempting to keep things focused and running efficiently here? πŸ™‚

ruby urchin
willow estuary
#

Sweeeet! πŸ‘

ruby urchin
#

Finally, change ClothingItem without create another Clothing (and keep properties)

trim igloo
#

Thank you sir I'll be using this example to implement spawning gun parts

willow estuary
#

Awesome!
Since people are already cutting and pasting my code and files for their mods, I figured I might as well turn that negative into a positive? πŸ€ͺ

trim igloo
#

lol

willow estuary
# trim igloo lol

There was an oopsie in that example file, gonna re-up the good version in a minute FYI.

echo sky
#

I was reading that

#

Should probably pin that

willow estuary
#

I'm doing 374 different things right now. I'm also in as cranky of a mood as the authorial voice in that file. It will be pinned.

echo sky
#

slowly backing away

willow estuary
#

Hahaha. πŸ€ͺ

zealous glade
#

I give 6 points to Optimistic, is it fair?

devout flint
#

you should lower it to 4 or 5

zealous glade
#

Alright, at least 4 friends told me it should be 4.

#

4 it is

echo sky
#

YEah 6 seems steep, considering how easy it is to manage boredom/unhappiness

#

I'd go so far as to say put it to 3

zealous glade
#

how about gloomy trait, it has x5 unhappy increase rate.

#

opposite to optimistic

echo sky
#

you mean a 50% reduction? 5 times would be very different lol

#

If it does the flat opposite, 50% increase in unhappiness and 30% increase to boredom, then just the opposite of what Optimistic is. Also call it Pessimistic lol

willow estuary
#

This is an example of file of How To Implement Item Spawning For Your Mod's Items That Just Works.
Unlike the ways that far too many mods on the workshop handles it, It Will Not Fuck Up The Spawning Of Vanilla And/Or Other Mod Items.
I'm neither smart nor do I pretend to understand the hows and whys of this shit, it just works.

echo sky
#

Need a :JustWorks: emote of toddy bois head lol

willow estuary
#

Just like the vanilla distro tables, I can't wait for the dang old document to be stable.

#

Even though I'm ultimately trolling myself with it, as either people will ignore it; use it as a mod in their games/collections and be confused by the results; or ping me with a million question about the math behind the spawn values etc.

#

Please take all modeling related questions and discussion to the #modeling channel where the people who can answer such questions regularly post.
We are attempting to keep the two channels distinct to improve the signal to noise ratio.

#

People asked that we add a modeling channel so that we could keep the channels more focused πŸ™‚

somber patio
#

Alright, sorry

#

I just wasn't sure that was entirely a modeling question since this was more a subject of how to use the files

fading prawn
#

Do you star with 50 HottieZ magazines?

devout flint
#

πŸ˜†

#

Zombie harem in your starting place, you've better leave ASAP panic

west crystal
#

Is there any guides on how to make cars?

candid sonnet
#

hello it's my first time making a mod for pz. I can't for the life of me find what handles the drying of clothes in clothes dryers and washing machines. Can someone point me in the right direction?

gleaming mesa
zealous glade
#

But HottieZ magazine? I'd say it's a nice idea.

ruby urchin
candid sonnet
humble kernel
ruby urchin
candid sonnet
halcyon marlin
#

anyone know off the top of their head the difference between WeaponSprite and Icon?

willow estuary
halcyon marlin
#

that makes more sense, thanks

willow estuary
#

It makes an inadequate amount of sense to me given the confusing terminology, but yeah πŸ˜„

zealous glade
worldly olive
#

Hey there, does somebody knows how the getPlayer works?
Does every client runs it and it returns the player for that client? (talking about MP), I'm asking because if I try to use it, for splitscreen it doesn't work. I mean it works for the first player but if a 2nd player joins, the getPlayer will now return that second one only. This is because the splitscreen runs as a single client?
If so the only solution to make it both MP and splitscreen compatible would be to do a for loop and get all the players by its index using the getSpecificPlayer?
If somebody that made MP mods knows would be really useful 🀞

agile coral
#

Yeah, if you need to check all player's for something then you'd need to loop over them with getSpecificPlayer()

ruby urchin
#

You can use getOnlinePlayers(), I see it and it works for both client side and server side

if (GameServer.bServer) {
    return GameServer.getPlayers();
}
if (GameClient.bClient) {
    return GameClient.instance.getPlayers();
}

returns: ArrayList<IsoPlayer>

worldly olive
#

GameServer.bServer and GameClient.bClient are just to check if it is a server or a splitscreen game? sorry never used those

halcyon marlin
#

does anyone know how sound in scripts work?

#

i have got them working in game when i use a weapon but it sounds horrible

#

vanilla weapons sound like they are actually coming from the player and the weapon, but my modded weapon sounds like the sound is being played from the sky and it comes from every direction and sort of skips a little bit

waxen berry
#

Can anyone share me your default.txt? I have problem with mod conflicts

waxen berry
waxen berry
# waxen berry

Can anyone tell me which one of my mods that conflicting?

agile coral
dry chasm
little vessel
#

Finally finished Fort Knox. Jesus.
A total of 58 roads were named along with 84 buildings.

I think that's more than what I did in vanilla but then again I grouped the cities in a single category, didn't divide it by street. Only placed grouped in Fort Knox is Quitman. About 800 lines of code for it all.

Now the finishing touches.

halcyon marlin
#

this is how it looks now, and it sounds like it is coming from the sky instead of the weapon/zombie being hit unlike other weapons

agile coral
#

For a "world sound", which is what you're trying to do, you don't even have to define the sound like that. Just make sure the .wav is in your sound folder and you can spawn the sound at a specific tile with this:

#
-- This adds the sound stunstick_hit to the player's location, pitch change of 0, radius of 1 tile, max sound gain of 0.8, and "ignore outside" (unsure of what it does exactly)
getSoundManager():PlayWorldSoundWav("stunstick_hit", player:getCurrentSquare(), 0, 1, 0.8, true);
#

You'll want to change the 1 to whatever tile distance you want others to hear it from (including zeds)

halcyon marlin
#

ah ok, how do i call that method when the player strikes a zombie?

#

it doesnt go in a .txt file does it?

agile coral
#

No, it'll be in a lua file. Likely in one of the client subfolders, but I don't know which would be a best fit

#

You can make it run though by adding that to a function and passing that to Events.OnHitZombie.Add(functionName)

halcyon marlin
#

ok thanks, how could i add a conditional to check if the player is hitting them with a stunstick? wouldn't the sound play if i hit them with anything (without a conditional)?

undone crag
agile coral
#

I'm not sure what gets passed into the event, but if one of the arguments is the item, then a simple if item:getType() == "StunStick" would work

undone crag
#

It would help if you already knew about coding, then you would know what to look for.

halcyon marlin
#

alright thank you, i will start trying that out

undone crag
halcyon marlin
#

i have an idea about coding in general, but i am having trouble navigating pz modding. there are a lot of resources and front end stuff they have for modders that is not explained very well in any one place. thanks for that link to the lua events though @undone crag

undone crag
#

You should also check the

agile coral
undone crag
#

If you want the item type, you can make the item do :GetType() or :GetFullType()

halcyon marlin
#

are there tips for navigating the api

undone crag
#

The thing that gets the type of an item will be in the inventory item class.

agile coral
#

Umm, Iso- stuff is in-world stuff (not UI), and if you ever just run print() on something, it tells the type of thing it is, which really helps when certain containers are of one type while others are another and they have different methods to do the same thing

undone crag
#

It's also in the method list, in the G section.

halcyon marlin
#

if i run print() where is the output going to be?

undone crag
#

C:\Users\Username\Zomboid\Logs

dry chasm
#

if you run the game with debug mode (steam library, right click on PZ, launch options -debug) you'll see them (if ingame) in the bottom left - live
Otherwise as mr_anon said

undone crag
#

If you run zomboid with the command prompt - like window open you can also read it in that. I tried running it like that in the newest version but it said I need windows 10 for it.

halcyon marlin
#

and also if i add lua files and just throw code in them it will run, right? there is no main or start method?

undone crag
#

It runs when the code loads, which is when the game loads on startup, or when it changes from one set of mods to another, like when you load a game with different mods loaded to the main menu mods loaded.

dry chasm
#

right, though if you define a function, example:

function test()
  print("this is a test")
end

it will not automatically execute the function, but define it for use

halcyon marlin
#

i see

#

and if i hit reload (while in debug mode) on the specific mod, if i am remembering correctly, will it run it all again if i changed the code while the game is running?

undone crag
#

So if you are defining functions then the functions will be defined when the game loads or when it says ''reloading lua''.
Nvm you may have known that already.

halcyon marlin
undone crag
#

I do not think you can call a function that does not yet exist.

halcyon marlin
#

ah ok i understand

undone crag
#

What do you mean by calling a function before it is declared? The order your file makes its functions in can matter if they are local functions I remember.

halcyon marlin
#

i went into an ide and tried to sketch it out but it makes sense now that i am trying it

#

i appreciate the help, i am going to try and get the sound to work now

#

one more thing actually, is there a methodology i should follow for what lua files go where (server/shared/client)? some of the things in the base files i dont really understand why they are in client, like erosion or weather

undone crag
#

I do not understand that the shared server client thing.

dry chasm
#

as for example, if you were to join a server, you wouldn't need to have the distributions loaded, hence those files are in server\Items\

undone crag
#

Recipe code is in server.

dry chasm
#

Because it handles the "what happens" on crafting, the recipes themselves are defined in scripts

halcyon marlin
undone crag
#

When multiplayer comes out I may have to learn or decide how much of the ''what happens'' should be in client and things :s

dry chasm
undone crag
#

In all actuality

little vessel
#

Seems like there's a "movierental" shop with "MovieRentalShelves". Is that only in the files or does anyone know of actual places that became movie rental places in the map?

sour island
#

Can be useful for a few things

dry chasm
#

wait, they're actually ran once? Wouldn't that cause potential problems?

sour island
#

it does/can

#

if the lua file is not* syntax'd properly it prevents the game from loading

#

I use it for defining globals on the fly that I rather not update with scope

dry chasm
#

Oh, i thought that was because it never receives and "end" to the function, which is why everything after would be considered a part of the function of sorts

sour island
#

That would be an error in syntax - but I think that error is what breaks the game in loading

#

I don't think it's a planned thing

#

the debug window will literally be unreadable with blocks instead of letters

#

with debug mode on anyway - not actually sure what it does with it off

#

probably the "my main game screen has no menu on it"

dry chasm
#

🀯 my whole world is shattering. Though i guess i do not need to worry about it?

sour island
#

Not really

agile coral
#

When you enable/disable a mod and go back to the home screen all lua files get reloaded, afaik

sour island
#

sometimes if you give a function parameters you may have to add sanity checks in to check if the parameter is not null/nil

#

to prevent it from trying to run to completion

dry chasm
#

oh, i do that in case the part which provides the parameter could potentially be nil (like getGrid thing function with coordinates, can occasionally return nil)

agile coral
#

That's an issue I ran into when doing OnGameStart events

sour island
#

I run code on load for EHE regarding presets, and announcer line sets

#

Yeah, I don't think it's mentioned anywhere

dry chasm
#

Though... still.. function being run automatically without a call... are you really sure this happens? o.o

sour island
#

Hold on

#
---NOTE: Any variable which is by default `nil` can't be loaded over - consider making it false if you need it
---@param listToSaveTo table
---@param checkIfNotIn table
function eHelicopter_variableBackUp(listToSaveTo, checkIfNotIn)--, debugID)
    for k,v in pairs(eHelicopter) do
        if ((not checkIfNotIn) or (checkIfNotIn[k] == nil)) then
            --[DEBUG]] print("EHE: "..debugID..": "..k.." = ".."("..type(v)..") "..tostring(v))
            --tables have to be copied piece by piece or risk creating a direct reference link
            if type(v) == "table" then
                --[DEBUG]] print("--- "..k.." is a table (#"..#v.."); generating copy:")
                local tmpTable = {}
                for kk,vv in pairs(v) do
                    --[DEBUG]] print( "------ "..kk.." = ".."("..type(vv)..") "..tostring(vv))
                    tmpTable[kk] = vv
                end
                listToSaveTo[k]=tmpTable
            else
                listToSaveTo[k]=v
            end
        end
    end
end

--store "initial" vars to reference when loading presets
eHelicopter_initialVars = {}
eHelicopter_variableBackUp(eHelicopter_initialVars, nil, "initialVars")
#

this is under a bunch of variable defines

dry chasm
#

oh, i thought you meant more like:

function somerandomFunction()
  nonExistingFunction()
end

that the function would automatically run at some point in time, even though theres no
somerandomFunction() call in the file itself

#

Im starting to get more confused than ever atm... πŸ˜‚

sour island
#

I meant more that you don't have to lay functions in events/hooks only

#

you can call them in the lua file

dry chasm
#

Oh you meant that not everything has to be in a function but can be straight put into a file? Then yea

sour island
#

Yeah sorry

dry chasm
#

Was wracking my brain trying to think of why and how to avoid issues if a function is automatically ran (on load) without calling it πŸ˜‚

dry chasm
# undone crag πŸ€”

from what i understood now, he meant the file contents is ran on load, not necessarily the functions defined in the file, so for example:

print("test")

would work as a file in and of itself and would run, but

function foo()
  print("test")
end

won't run without being called.

undone crag
sour island
#

Yikes lol

reef hatch
dim chasm
#

is there a mod for double carry on the back ?

dry chasm
# dim chasm is there a mod for double carry on the back ?

Double carry as in 2 weapons on the back? If so, i haven't heard/seen one like that, but IIRC there was a mod which caused to switch the back weapon with the currently held one, efffectively allowing 2 weapons for as long as you don't "unequip" one of them.

dim chasm
#

ah shame

little vessel
#

Fixing loot distribution in Ammo and Medical Pouch
Find out that all this time I was playing with only Medical pouches since ammo pouches don't spawn

trim igloo
#

ey there sir, is it possible to implement skill recovery to an object in game? Like the placeable object computer, might also be able to view maps or write notes with it, @sour island

dry chasm
dim chasm
sour island
#

Wouldn't be all that hard to do honestly. Just not in scope for SwapIt

#

Also depends on a few things I can think of off the top of my head

#

I wish the item tags system was more extensive in regards to things like size

sour island
#

Would make scaling stuff like slits much easier and friendly to other mods

sour island
# dry chasm size?

Specifically, items having the ability to overlap behaviors -- iirc you have to script where weapons can attach.

#

Where as in other games it's determined by item size for example -- like items can be tiny, small, medium, large, huge, etc. And that determines where it can go or fit

#

I think if an extra back slot is added all weapons would need to be accounted for unless I'm mistaken

#

To not only be equippable to the back but both backslots

#

I could be wrong though -- I haven't touched item scripts in a while

#

I'd look into it but I got a new job recently that's been taking up all my time

dry chasm
#

hmm from what i've seen theres definitions for where "weapons" could be stuck inside a zombie, like in the back and all, but the location to equip on back πŸ€”
Gonna look a bit further due to curiosity, will let you know if i notice anything interesting πŸ˜›

sour island
#

Sounds good

#

I'm in the camp that you should be able to encumber yourself if you want

#

I need to sit down and update vanilla weapons expanded too - I made items with 3D models (used at the time for animations) into weapons -- since I can't make models myself -- but now every item has a model 😩

dry chasm
sour island
#

I mean in-game, if a player wants to carry extra weapons at the ready they should

dry chasm
#

Oh that πŸ˜“ cough cough totally understood it the right way... i did not at all misunderstand.

sour island
#

haha

#

No worries

undone crag
#

There's this

local Back = {
    type = "Back",
    name = "Back",
    animset = "back",
    attachments = {
        BigWeapon = "Big Weapon On Back",
        BigBlade = "Blade On Back",
        Racket = "Racket On Back",
        Shovel = "Shovel Back",
        Guitar = "Guitar",
        GuitarAcoustic = "Guitar Acoustic",
        Pan = "Pan On Back",
        Rifle = "Rifle On Back",
        Saucepan = "Saucepan Back",
    },
}
table.insert(ISHotbarAttachDefinition, Back);``` so I think you could make another one like it called Back2.
#

There's also this

group:getOrCreateLocation("Big Weapon On Back"):setAttachmentName("big_w_back")```
#

So you could make copies of them with names like "Big Weapon On Back 2", and also add the attachments with a txt file in scripts.

#

Things like this

        attachment big_w_back_bag
        {
            offset = -0.0290 -0.1040 0.1190,
            rotate = 90.0000 -2.0000 -172.0000,
            bone = Bip01_BackPack,
        }```
You can reposition them in the debug mode thing.
dry chasm
#

did start writing tests, but you seem to have found pretty much all of it already D:

undone crag
#

:B

dry chasm
#

Though, i do wonder if those attachments could be added the same way recipes can be created with lua πŸ€”
That'd make it possible to make a straight up copy of the back hotbarAttachDefinition, then based on it's attachments content, make copies of the groups possibly and add new attachment"scripts" via lua that, if can be accessed with lua, have slight variation in the rotation

undone crag
dry chasm
#

they can, yes

#

not the most beautiful way, but it's possible

undone crag
#

Debug mode can modify the models_items.txt file in the base game so maybe it can add attachments to a mod file?

#

I have not looked at its code enough to know how it edits the file.

nimble spoke
#

It is possible to add attachments through lua. That's the main reason I made Model Tweaker, so there's no need to override the scripts

dry chasm
#

I never saw it, but nice to know! 😁

craggy furnace
#

so thank you lol

errant meteor
#

Oh ya shark, are you planning on add police caps, I want to role play as a sniper

#

baseball caps I mean, blacked out

nimble spoke
craggy furnace
#

theyre blue and black

#

they switch between colors like normal baseball caps

errant meteor
#

Based

#

shark is chuck your Paul Allen?

#

:]

craggy furnace
#

nah

late hound
# craggy furnace nah

Hey Shark! Long time admirer, first time caller. When are you planning to do the Demolition Man police officer uniform? I think it would be supreme to role-play as one of these officers. Consider it!

errant meteor
#

A true chad, unlike the soy above me

craggy furnace
errant meteor
#

dies inside even more :[

royal ridge
#

Hey can someone help me with this:

I want to create a global object and store modData with.

I have looked at the Rain Barrel and Trap but both are huge and have a number of lua files that contribute to how they work, both server side and client side.

If someone could help me with the first part I could figure out the rest.

Basically how do I create a global object and store modData on it and then retrieve the data.

for a real simple example there is an object and in modData it stores a boolean on and off and every in game ten minutes it will switch from on to off or off to on and the player right clicks on they can check the state of the object if it is off or on. With the context menu.

If I could understand how that works I could figure out the rest.

dry chasm
royal ridge
#

An object, I want the data on the object so it persists through reloading of the game

dry chasm
#

only a single object, or multiple? And would the state of that object change what you do with others, or only with that one?

royal ridge
#

for the example a single object would work.

#

The trouble I am having is creating the global object and putting it into the world

#

The other stuff I can do, like switching over and the menu

dry chasm
#

If it's intended as a variable that just switches back and forth and determines what you do with objects overall, i believe you could use the player, or something and add the mod data there.
Issue is if you wish to have an object carry that data and change it in an interval, as when you distance yourself far enough from the object, you can't find it in the grid anymore, so save/loading would require you to first "seek up" that object and "reset" a reference to the object, which may just as well be unreferenceable as soon as you're out of reach (im not sure as i didn't test that)

#

so one alternative would be, if you wanted it truely to be on the object, and certainly in a 10 minute interval, to give it a variable setting it to "true" or "false" and never change it again, but rather take the ingame time (minutes) and check if it'd be 0-10 for true for example,10-20 for false, then 20-30 for true again

#

and moddata can be accessed IIRC if you have the object, or item and using :getModData() and :setModData()
"creating" the global object (i believe you mean either an item, or an "object" like a stove or similar?) depends on which you want to do i guess?

royal ridge
#

like a stove

#

an object like a stove, something that is in the world, something you can place down

dry chasm
#

then i'm sadly not useful for that part πŸ˜“ didn't do much with that yet

royal ridge
#

how about if you want to store it on the player?

dry chasm
#

keep in mind, however, that if you distance yourself too far from the object, you might not be able to change it's moddata, or can't reference it after save/loading

#

and for the player it should just be getPlayer():getModData() or getPlayer():setModData() (singleplayer, unsure on how to ensure you choose the right player when in multiplayer)

royal ridge
#

so I could add a function that goes off every 10 in game minutes and it grabs say getPlayer():getModData(switch) == true then getPlayer():setModData(switch) = false

dry chasm
#

what i believe:

--grabbing specific mod data:
local switchState = getPlayer():getModData().switch
--  or              getPlayer():getModData()["switch"]

-- setting mod data:
getPlayer():getModData().switch = false -- or true
getPlayer():setModData()
-- or maybe getPlayer():transmitModData()
-- unsure on which would be correct, ideally trial and error
-- as it's just how i'd try it for now after seeing the uses in the base lua file for a bit
royal ridge
#

thanks

#

This should help

dry chasm
#

Hope you achieve what you wish to do

royal ridge
#

A simple solution would be just to put it on the player for now I think

dry chasm
#

alternatively i believe there's also the possibility of adding it to modData of the "save" itself? Not sure there.

royal ridge
#

That could work too, I will have a look

agile coral
#

You can also use the new global ModData object. They talk about it a bit in the latest dev blog.

ruby urchin
#

jaja the guy who writes the blogs is just fantastic

cinder hull
#

Made a proper PASGT helmet and Interceptor body armor. Big thanks to Dislaike, Scavenger and AuthenticPeach for their precious help !

strange kiln
#

why has no fallout nerd made any good fallout mods

#

wtf

ruby urchin
dry chasm
strange kiln
#

the first place to start would be making the map and tiles n what not

#

because i imagine a map will stay working for a longer period of time compared to any funny mods

ruby urchin
#

6 years have hydrocraft and there are still people talking about him

marsh beacon
#

No shit its the top most subscribed mod on the workshop

#

It will stay that way if it gets updated to build 41

strange kiln
#

what is so special about hydrocraft?

#

not to be uncultured lol

#

oh nvm

#

lol

errant meteor
stuck latch
#

brita weapons are still showing up in game without icons or models even though the mod is uninstalled

#

anyone know why or a fix

#

like it still appears in loot distribution

echo sky
#

Unsub from it on the workshop, and check the workshop folders that its actually gone. If it still happens then try a fresh install of zomboid

cobalt steeple
#

Sorry to write it here but

#

Where can I find the file where perks are coded in?

thorny kayak
#

Someone knows if there an event called when a zombie hits an object?

dim chasm
#

i want the bus mod

#

whats the name of it ?

dim chasm
#

yea thank you

hollow shadow
#

Someone uploaded my mod to steam, even tho i had licenced it. how do i take it down?

errant meteor
#

oh ya saw that to lol

#

I would ask nasKo, seems like he would have the means to do it

shrewd grove
#

go sick em

shrewd grove
#

@hollow shadow file the DMCA through that button if you so feel fit.

hollow shadow
shrewd grove
#

if you own it, you can throw it down shits creek by filing that since you are the owner of it.

hollow shadow
#

Well. i already reported with a little description of what happened and now the button is red ;_;

shrewd grove
#

check your dm's

echo sky
#

I have also DM'd it to him lol

hollow shadow
#

i got DMCA ready to send

willow estuary
#

Looks like it's gone?
Sorry that happened @hollow shadow
People might not realize this, but it can be both stressful and hurtful finding your hard work being used without permission in such a fashion.
The people who make mods are human beings, not a vending machine, and deserve more respect than that sort of treatment.

west crystal
#

Why can't i emote this goddamn finger

dry chasm
#

just click on it?

west crystal
#

It just reverts back

undone crag
#

I can not either.

#

Maybe he has blocked us :O

#

I read that that was a sign of being blocked on discord.

west crystal
#

But why would he block me lol

undone crag
#

Hmm have you once sent him a direct message or replied to him or said something about one of his mods? I am trying to speculate here.

west crystal
#

None of that

echo sky
#

That means he has you blocked lol

#

So you cant react to his messages

west crystal
#

But why lol

echo sky
#

πŸ€·β€β™€οΈ

#

You upset the deadrising raincoat man

quasi sage
echo sky
#

Thats what it was

#

supposedly

reef hatch
quasi sage
#

Ok

hollow shadow
west crystal
#

What is the mod anyway?

quasi sage
#

Hydrocraft is also being uploaded for the new version by the community, and this makes the mod work

quasi sage
quasi sage
quasi sage
#

Scrapd Gunz?))

west crystal
#

Oh

hollow shadow
west crystal
#

Then how did he got it?

hollow shadow
#

he got the beta tester version from my discord. which is licenced and has a big readme on it that says "dont reupload this"

west crystal
#

Wow that sucks, can't really trust anyone i guess

echo sky
#

Not that one random ruski, atleast

west crystal
#

i am ruski...

echo sky
#

You arent that one random one though

west crystal
#

fair enough

echo sky
#

Or are you πŸ€” Secret steam account to pirate workshop items lol

west crystal
#

EHEHEHEHHE

#

no

echo sky
#

I feel for you guys sometimes...

errant meteor
#

lol

west crystal
#

It took 1 hour for him to break

undone crag
#

The hey what option message could have been 1 hour and 55 minutes and 1.337 seconds before the LoL message, and on top of that he could have started breaking before he sent that hey what option message.

echo sky
#

I can confirm it'd only just ticket over to an hour

undone crag
#

:o

echo sky
#

I think either Brita turned the comments off to stop the spam, or I got banned from the comments for calling the guy an idiot and to stop spamming lol

shrewd grove
#

this is something i oddly relate to.

worldly olive
#

Hey @craggy furnace, I gave it a try now to the mod and it worked, just a small issue, if you have your pants patched, when tucking them for the first time, the patches disappear. But after that if you tuck in and tuck out the patches keep applied .

craggy furnace
#

yeah i ended up pulling a sneaky last night to convert all vanilla military clothing

worldly olive
#

I suppose is because you created a new item and it changes to the new item?

craggy furnace
#

ill take a look at it but i am not entirely sure its fixable

#

yep

#

ive never patched a hoodie

#

it works on the same principles

worldly olive
#

Yeah that's probably that, because I have now english in that pant haha anyway it is a really minor issue

craggy furnace
#

ill look it over, thanks for bringing it to my attention lol

#

ill see what i can do

ancient flame
#

General reminder for this channel, also:

- Do not post, upload, transmit or otherwise disseminate information that is obscene, indecent, vulgar, pornographic, sexual or otherwise objectionable

I don't want to have to start banning people here but I will if we can't follow the rules.

lost slate
#

Yeah

willow estuary
#

Enough

#

If it's not directly related to actually modding for project zomboid, take it to #offtopic_non_pz

cinder hull
dry chasm
cinder hull
buoyant juniper
#

anyoen know how you use RV's in Filibusters? is tehre added functionality to them?

meager solstice
#

dont know if this is the place to ask this but has anyone had any trouble with finding guns since the new brita update? trying to find out if im just super unlucky or if its a mod conflict or something

#

alot of ammo spawns which is weird

trim igloo
#

lootdistro is a bit off right now might wanna wait for em to fix and figure out

rancid folio
meager solstice
ruby urchin
#

lol at least the same thing happens every week, I don't understand how they still don't have a bot anti-spam

cinder hull
winged phoenix
#

Yo, anyone using pillow's random spawns mod?
Try making a police character and doing random profession based spawns and let me know if it fails. I just tried twice in a row and i think something in the recent updates might have broken at least the police spawns in Pillow's mod or something since it seems to spam a bunch of warnings like this:
SpawnPoints.initSpawnBuildings> initSpawnBuildings: no room or building at 11869,7186,1
followed by failure to spawn:
java.lang.RuntimeException: can't create player at x,y,z=11869,7186,1 because the square is null

dry chasm
#

Just an idea, but didn't that add spawns for some other mods as well, which might've updated?

winged phoenix
#

no idea, don't think that would affect me however given i don't have any map mods

dry chasm
#

mhmm then i'm probably mistaken with my idea, so you can probably ignore that πŸ˜…

winged phoenix
#

there's 48 warning lines in my consiole.txt about bad coords and 69 spawns defined by police profession in the mod

#

so maybe this means the rest are fine, though that is still a high chance of a bad choice

#

how do I convert between absolute coordinates and worldx/posx, worldy/posy coords?

#

Since presumably the worldx and worldy are cells and the posx and posy and local coordinates within the cell

dry chasm
#

Hmm... i'd assume that posx and posy are always the "true coordinates" in the world?
Atleast i can't seem to find coordinate parameters or similar to get cells in the base file (might just search wrong and it's named differently than what i'm searching)

#

but there's also this line return getCell():getGridSquare(worldX, worldY, z), worldX, worldY, z
(in lua\client\DebugUIs\DebugChunkState\DebugChunkStateUI.lua line #286)
Which make my assumption seem "correct" (though could still be wrong)

winged phoenix
#

Found a way to convert, checked the first coord i had of the 48 that threw errors, turns out it's 48 broken spawns out of the ENTIRE professions spawn list since the first one is near the top of the Unemployed which is the first set defined in the mod and matches coords exactly

dry chasm
#

Oh, so it has to be "differentiated" and not "exact coords"?

winged phoenix
#

{worldX = 39, worldY = 23, posX = 169, posY = 286, posZ = 1}, -- West Point, apartment 6, above valu insurance ID:138

in fact it's on a random ass road

#

Yep, it's supposed to be 39,22 not 39,23, they got the cell y wrong

tight lotus
#

Don't know how to exactly say this but I have an interesting idea for a negative trait
Pregnant
This trait can be applied at character creation, idea is the player character had gotten pregnant before the apocalypse or during depending on when you start. chosen by a random number will depend on how long this trait lasts whether the full 9 months or 3 weeks (maybe even give the player a choice in this)
After the wait, the player becomes exhausted and tired. At this point I honestly don't know what else would happen, maybe the baby dies on delivery and the player suffers depression from this. This is just an idea that popped in my head and made me go "that could be good for story telling, or a horrible way for a character to end"

#

I don't even think this would be received well but it's an interesting idea for story telling\

tulip seal
#

or maybe either the character dies like in the walking dead lori drunk

tight lotus
#

mark it as spoiler (too be fair idk if anyone doesn't know it) but you bring up a good point to add to this

late hound
craggy furnace
#

these are the ideas that get passed here that makes me believe that god is dead

tight lotus